#include "MW4Headers.hpp"

#include "ArtilleryMark.hpp"
#include "MWTool.hpp"


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
	ArtilleryMark__GameModel::ConstructGameModel(Script *script)
{
	Check_Object(script);

	//
	//--------------
	// Set up stream
	//--------------
	//
	MemoryStream *model_stream = script->modelStream;
	Check_Object(model_stream);
	model_stream->AllocateBytes(sizeof(ArtilleryMark__GameModel));
	StickyMover__GameModel::ConstructGameModel(script);
	
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
	ArtilleryMark__GameModel::ReadAndVerify(
		ArtilleryMark__GameModel *model,
		ModelAttributeEntry *attribute_entry, 
		const char *data,
		char **error,
		int error_buffer
	)
{
	Check_Object(attribute_entry);
	
	bool result = false;
	bool valid_data = (*data != '\0');

	//
	//----------------------------------------
	//Read in the values from the data entered
	//----------------------------------------
	//
	result = 
		StickyMover__GameModel::ReadAndVerify(
			model, 
			attribute_entry, 
			data,
			error,
			error_buffer
		);
	//
	//---------------------------
	//Verify all the model values
	//---------------------------
	//
	switch(attribute_entry->attributeID)
	{
	case ArtilleryModelResourceAttributeID:
		{
			if(!valid_data)
			{
				ResourceID value = ResourceID::Null;
				attribute_entry->SetValue(model, (void *)&value);
				result = true;
			}
			break;
		}
	case InitialLinearVelocityAttributeID:
		{
			if(!valid_data)
			{
				Vector3D value = Vector3D::Identity;
				attribute_entry->SetValue(model, &value);
				result = true;
			}
			if (model->initialLinearVelocity.x < 0)
			{
				_snprintf(
					*error,
					error_buffer,
					"{[GameData]InitialLinearVelocity=%f %f %f}: value must be > 0!",
					model->initialLinearVelocity.x,
					model->initialLinearVelocity.y,
					model->initialLinearVelocity.z
				);
				result = false;
			}
			break;
		}
	case InitialLinearAccelerationAttributeID:
		{
			if(!valid_data)
			{
				Vector3D value = Vector3D::Identity;
				attribute_entry->SetValue(model, &value);
				result = true;
			}
			if ((model->initialLinearAcceleration.x < 0) ||
				(model->initialLinearAcceleration.z < 0))
			{
				_snprintf(
					*error,
					error_buffer,
					"{[GameData]InitialLinearAcceleration=%f %f %f}: value must be > 0!",
					model->initialLinearAcceleration.x,
					model->initialLinearAcceleration.y,
					model->initialLinearAcceleration.z
				);
				result = false;
			}
			break;
		}
	case DamageAmountAttributeID:
		{
			if(!valid_data)
			{
				Scalar value = 0.0f;
				attribute_entry->SetValue(model, &value);
				result = true;
			}
			if (model->damageAmount < 0)
			{
				_snprintf(
					*error,
					error_buffer,
					"{[GameData]DamageAmount=%f}: value must be >= 0!",
					model->damageAmount
				);
				result = false;
			}
			break;
		}
	}

	return result;
}